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Posts posted by OLDZEKE

  1. 12 hours ago, jwilly said:

    Seems like if something was going to be ticketed for a fix, it would be the reported condition...whether new, or always-been...that a tank player can avoid a KIA by despawning after the attack but before its results are resolved.

    It's not good game design to have despawning as a tactic.

    The fuse timer is 10 seconds, the despawn timer is 10 seconds. I can't replicate a instance where I hear the sap "stick" and am able to hit esc key and my despawn timer beat the already running fuse timer. We can't prevent a same side player saying in chat or on voice comes "hey rosco, you gonna get sapped" and the tank hiting esc just before the sapper places.

    We've not changed the fuse time nor the despawn timer. The only one of those 2 that could be affected by network (as best I can think of) is the despawn timer. If you are dropping packets, or your packets are getting badly fragmented, you will have a pause in the despawn timer starting to count down and usually also get a pause/stall in the despawn cam spin out.  

    I can speak to Production and see. The easy route woulda been "oh it's ticketed". I don't dodge or deflect and I don't lie. I'm not the only ticket creator, but I don't create tickets unless I can see or replicate the issue. That is my personal work style. Someone else may ticket it. I'm far from the only one that monitors reports or these forums as to issue/bug reports. 

    Understand, I test. I'm replying to questions in these forums to try and give some answers because I feel our player base deserves feedback. I've been a player and active "forumite" since 2001. It bothers me if questions by our players just lay unanswered just as it would if I were the one asking.  I also know just how busy Hatch and Xoom, as well as our coders, are ATM. So I'll try to answer what I can within the limits of my NDA as well as what CRS policy limits me too until it becomes apparent that my answers are not appreciated by the playerbase. At that time it'll be some else's turn.


    Now we do test every reported bug.

    Example, engine bug:

    It's been a pain since forever. For the player that has it, it broadcasts the "Hey I'm out here waiting". For friendlies it's a pain as to hearing anything else close by. It's been ticketed as long as I've been a tester. And it was hunted all that time.

    Here recently we stumbled onto the replication, while doing reversion testing for a patch (spawn/drive/shoot everything ingame) and discovered that if the vehicle is beyond a certain distance and shuts engine off and then restarts it triggers the bug. Every time. Nick was working on a fix, the 1st attempt broke/silenced moving vehicles sound inby that certain distance and was reverted. Nick got busy with RL and is not with us now so until we can get current coder time freed up to fix that it is still a bad bug we have to live with.

    It would be wonderful to just write up a ticket, "this is reported broke" and then test the fix. We don't have the coder time to spend on hunting down a issue that's not reproducible just on the off chance that they may happen on it and can then check logs to see what happened.


    Example, 232 rear vertical plate rife penetration:

    We tested every rifle against the 232 on every plate, with logging running and discovered that there was one plate behind the turrent that was infact in the model at part of the top armor rather than the rear armor.This meant it was too thin...top is thinnest on 232 as well as most tanks/scout cars. It had been this way since the 232 was modeled but as none had complained until recently it was a mistake in the orginal model that had been ther forever. When it was brought to our attention QA started hunting, when we discovered it was replicable we ticketed. 

  2. 1 hour ago, dre21 said:

    I didn't say you called me an idiot, but that's how it feels. I know what worked and what does not work anymore which used to work. 

    To your number 2 , well then it should not matter if I place the satchel on the left side or on top of the engine , both should get me results but that is just not the case nor true . Check out Parasites sapper guide  and explain to me why I place the satchel on top of the spare roller on the r35 or h39 that it has mounted on the rear to kill it? Wouldn't that mean it needs to burn through more steel then it really had to but put it next to that spare roller and you get no result.


    Kilemall so I have dropped packets everytime I tried the S35 that did work and now it doesn't ? 

    Sorry don't buy it one second.

    Top of engine and fuel tank on r35/h39...those I checked... The radiator lays over both the fuel tank and engine on these, the jet from the HEAT has too much open space and or coolant to pass through before getting to them. That allows it to dissipate I'm guessing?

    As to left side sap to fuel, if you sap the left rear lower hull, between the tracks, on either tank it lights up the fuel. Above the tracks the muffler holds the sap away too far...too much air space to dissipate the jet. Above the muffler you are into the radiator again.


    These are old models, the spare roller is not separated out as a separate armored bit. I'll ticket that for a fix.

  3. 16 minutes ago, dre21 said:

    Well its settled CRS has spoken , Sap spots( aka an Area that worked and then all of a sudden doesnt anymore) have never changed . I only sapped 100s if not 1000s of Tanks.

    One day it works then patch or no patch comes out and one gets a different result or no result at all. And the person tries these AREAS a few more times without getting the result that one got before. ( I hope that is enough clarification )

    Only been sapping since the sapper has been in game.


    But what the hell does the player base know .

    Am I glad I'm an idiot and don't pay attention when I play this game and glady fork over a premium subscription to boot.


    This is getting better and better.

    You stated that there was a issue, I tested the issue. I can only give evidence to what I found. That's all I have the ability to do.

  4. 38 minutes ago, choad said:

    Any chance the timers are different per country? German timers got borked ... or have always been borked. Or U.K. timers were too fast, for example, or something? I mean not intentionally ... just wondering if that is where some of the confusion could be?

    No, for satchels it's 10 seconds across the board

  5. The vid above is a vanilla 1.25, 2005 year install I had on a old HD, not a dev version. I can't change anything in it, the vid shows 10 seconds. The current satchels have 10 second fuses. The old 1.17 from 2003 has a 10 second timer. It has not changed anywhere I look

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  6. 2 hours ago, dre21 said:

    U kinda missed the point ,  not saying I need a complete DMG model for every ATG nor AAA gun . But something that gives us players a visual indication that that unit is destroyed aka Gunner dead. Could care less if the commander is still alive he can't fire back .

    And we the players still have nothing of that sort in game . All the added new items over the years are great and appreciated.  But why can't CRS come up with something simple as a place holder ?

    Secondary explosion like we get with AI,

    Black smoke rise from the gun platforms.

    Multiple little explosions like ammo cook off . 

    Something simple as that , that can be seen from a farther distance too . I know the gun wobble is in game but that's not a sure fire indicater die to the terrain and a unit un and redeploying.

    I have been waiting since the game came out for a visual indicater and not one attempt has ever been made . 

    I would like it as well. I can't myself do it or anything requiring new code or creator (modeling) work. I'm not qualified to go into more depth than that.


  7. 20 hours ago, dre21 said:

    Like the idea , but once again dmg model for ATG and AAA being over looked. I think we lost more players to a missing DMG model to these 2 units then not having trenches in game.

    Don't take my post as a negative,  all development in game is a positive , but overlooking a dmg model for 2 units in game since 2001 is a major negative.

    And I get it you might not have the model designer in the ranks right now but over the years , myself have come up with the idea to maybe add a 2ndery explosion ( like AI ) to indicate that the unit is dead. 

    Something little that will show the unit is dead. We lost to many players that play Armor for various reason , and I know we lost some due to the fact that one can never tell if that unit is dead or not. 

    Especially when one empties 2 MG clips and a few AP rounds and 1 or 2 HE rounds , just to divert attention to a new target and that same ATG starts shooting again.

    These have nothing to do with, or hinder, any audit or vehicle fixs. These were assets that Scotsman already had made, sitting on his computer. They just needed textures and some small adjustments by MKW (art). Other that that the only other time invested was mine as to adding them to a dev game version to pre (QA) test and then get the vid and screens for the article. No coder time, no time taken from anyone with the knowledge to work on the DM or physics of atg/aa guns. 

    To make a visible DM for atg/aa is going to require basicly rebuilding each gun, adding "death" animations or some other visible damage indicator, then coding in the triggers to swap in the damage model/animations. None of this is something the ones that have spent time on these PPOs have abilities to do. No time was taken from any fix or audit.

  8. 3 hours ago, hillstorm said:

    So, it’s hard to tell from the pic but these are above ground, correct? Otherwise they would alter the terrain and I assume that’s a no-go, at least for now. 

    Interesting. For the record I think they look fine, I disagree with the comment that they don’t look “modern” enough. A trench is a trench, especially when dug out by soldiers and reinforced with wood (and maybe some sandbags, but only if they had them). Nothing I’ve seen makes me think reinforced trenches in WW2 were essentially any different from those in WW1. 

    Yea we can't deform terrain outside of the terrain editor so anything player placed has to sit on the terrain.

  9. 35 minutes ago, hillstorm said:

    For the record, air can take down FBs again. Or at least damage FBs. Been seeing this lately. It's aggravating, but it kind of makes sense. 

    Bombs can destroy the veh spawn at a fb but can't damage the inf spawn. Takes 4 sc250he bombs on veh, all direct hits and I think 8 of the db7 or havoc bombs....I've forgot on the allied bombs but it takes more of them. Takes 4 of the 500# allied bombs like the hurri2c and blen4 carry.

  10. I use 2 pc and a mac. I can run multiple accounts on the pc's. Mac there is a way but not worth the effort. 

    I use software on one pc to induce lag (high ping) or packet loss, or both by percentage. I can do this inbound/outbound or both, TCP or UDP packets. This leaves the other pc and mac operating under normal network conditions. 

    I can use the ping command to verify what its doing or wireshark which is a connection diagnostic tool.


  11. I try to be very careful in all my responses on these forums, discord, facebook as well as ingame. These capitol letters are heavy at times, I can no longer joke or act silly in chat, game or forum because every word is weighed against possible leverage to discredit. I don't go onto discord when ingame anymore for the same reason. 

    I try to be informative and helpful as best as I can. Written text is never a good substitute for face to face conversation, too easy for wrong assumptions simply due to differences in writing styles and or difference in the ways we compose thoughts in writing them.

    I'm a volunteer, I don't get paid for any of this. I do testing, I search through the game itself to figure out/reverse engineer how parts of it work as well as assist art, dev and production in whatever ways I can because it gives me a means of satisfying my curious nature as well as keeping my mind active. 

    I'm not a coder, have no formal computer  type education. I'm a 65 year old former coal miner, disabled due to a mining injury many years ago. What I've learned computer, code, art wise has been self taught due to a insatiable curiosity about how things work.


    Now as to the issues discussed. Part of testing involves discovery as to how to replicate a issue. This gives the devs a definitive starting point. That's not to say dev does not look at issues without replication but that having  defined replication steps greatly speeds the process up.

    "I can clearly see the player in question, clearly see I shot first, clearly see I hit him (multiple times) and yet he still manages to fire on me (after getting shot) and we both die.  " The auto despawn was added to help reduce this, it's still being refined. Netcode3 is also a step in reducing this, you'll notice it's disabled currently as it's causing far too many autodespawns and needs refined some more. It's greatly improved, it still needs to be better.

    Feet sticking through buildings.... Yea it's not a good thing that we desperately want to have fixed and have had several folks attempt. Vehicles, buildings, terrain all use the same type model. Their colliders are created with the model, to put it in a very basic way you simply select the pollys of the wall or vehicle to be the collider (that's from my layman's view of what I've been shown while watching art work). Vehicles are more involved as each collider has a armor value.

    Infantry though are a different type model, use a different collision deal that is not as adaptable. 

    The speedtrees are also a different type model and use a capsule type collider. this is why some trees seem to have a "forcefield" coming out of them. they are broadbase and taper but the collision capsule does not give the option to taper it. Some have a bend in the trunk, the capsule does not have that ability, it will only expand by width and length.

    These are limitations that we hope to grow past soon.

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